shihonage wrote on Jun 4, 2015, 02:42:
Silicon Avatar wrote on Jun 4, 2015, 01:34:
You have a lot of passion. I'll give you that.
Fallout 2 had quest flags that lead to predefined sub-endings. You are still funneled into an ending. You can't buy a boat and float away to a new world, you can't be king of Bartertown. You can't even change the economy or pick most items up. Minecraft has more going on than that.
Fallout 2 is still a good game, but it's not an open one. The world only reacts to you in ways the programmers predicted.
You want *emergent behavior* and there is little to none in Fallout 2. There is little to none of that in most games because it's hard to do and results can be unpredictable enough that the game goes from being fun to not being fun in a hurry.
You're not entirely right, which makes a HUGE practical difference in this case.
What I am talking about is not _absolute freedom_, which is impossible, but having significantly more freedom than Bioware and Bethesda games allow.
Walls made not out of brick, but out of elastic resin. This means, although the amount of "game endings" is predetermined, the individual player experience is never quite the same. It is also a VERY different feeling, between running into brick and into resin.
Both games in Fallout series accomplished this through rich world reactivity on macro- and micro-levels, as well as "soft area passability control".
It's not just WHAT happens, it's HOW it happens. Multiple quest solutions, design that has no unkillable NPCs or hard-blocked story hubs (i.e. anti-Bioware), passing by a corridor when your PER dings you that there's a stimpak in a nearby locker...
As I said, look into that Fallout guide. It's hard to comprehensively describe otherwise, but it ends up being a rich experience which dithers into something that feels organic and creates more freedom in your day-to-day actions than most games do.
You're not limited to LARPing and choosing which trash can to loot next. The game rewards you for being clever where it actually matters - its WORLD (and I see that term differently than just terrain with critters on it, mind you).
When I talk about this with most people, they immediately fall into this dichotomy - either it's a "an impossible AI that writes a story on the fly", or it's "Dwarf Fortress".
I believe in something else, based on research, not just vague dreams. We can have a game which provides a very convincing illusion of a story that is shaped by YOU.
Oh, there will be limitations as to how far it can be stretched, because we don't HAVE an AI. However we don't need an AI, just some old algorithms from 1960s, and writing+world that are structured to maximize their benefits while hiding their drawbacks.
If you want things to be shaken up you should expect to contribute yourself. There are two engines out there right now you could be using for free - Unity and Unreal - to make prototypes.
Be shiny and we will witness it.
The project exists. You'll witness it on Steam when it moves into functional gameplay.
Now if someone gave me a cure for chronic dry eye, things would move a lot faster.
Fallout used branched story paths that closed and opened new branches as you went - just like Wasteland 2. Some variations were introduced with skill checks that relied on percentages instead of hard locks. Some variations were introduced with light simulation elements (explosives can open doors, etc.).
If you want a different example of that style of gameplay look at Ultima 6 or 7, which spent way more effort on environment than branching story paths but still enters the same style of gameplay.
There are a variety of MUDs that did something similar.